//diag_log format["Setting up fnc_begin_match"];
//fnc_begin_match = {
	/*  Match started!!  Remove buy menus and teleport players */
	if (matchInProgress) then {
		[] call fnc_hide_buyMenu;

		/* Set player as alive(playing) */
		player setVariable ["status", 1, true];

		/* Move player to the game area */
		player setPos ([] call fnc_get_matchStartPos);

		/* Heal player */
		player setDamage 0;

		/* Add bomb action */
		if (side player == west) then {
			_action = bomb addAction ["Defuse", "menu_defuse.sqf", [], 1, false, true, "", "(player distance _target < 3) and !(bombLocked)"];
		};

		/* Clear bomb of any items inside */
		clearMagazineCargo bomb;
		clearWeaponCargo bomb;

		/* Make player face the game area */
		[(positions select currentPosition) select 3] call fnc_player_setDir;

		/* Debug */
		//if (side player == east) then {
			_bombmrk = createMarkerLocal ["BOMB", [getPosATL bomb select 0, getPosATL bomb select 1]];
			_bombmrk setMarkerShapeLocal "ICON";
			"BOMB" setMarkerTypeLocal "DOT";
		//} else {
			diag_log format["Creating debug marker"];
			_westspawn = createMarkerLocal ["WESTSPAWN", westSpawn];
			_westspawn setMarkerShapeLocal "ICON";
			_westspawn setMarkerColorLocal "ColorBlue";
			"WESTSPAWN" setMarkerTypeLocal "DOT";	
		//};

	} else {
		/* Perhaps we should skip this part entirely and do this check in noMatch? */
		[] spawn {
			// Game is over - Check so spectate is off
			waitUntil { (isNil "ace_sys_spectator_spectatingOn") or (!(ace_sys_spectator_spectatingOn)) };
			Null = [] spawn fnc_begin_noMatch;
		};
	};
//};